Blender绑定基础..docVIP

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Blender绑定基础.

Get Rigging 开始学习绑定 In this chapter, we will cover the following topics: 在这章,我们将包含以下主题 f Defining good orientations for your bones 为你的骨骼定义好方向 f Using separate bone chains for different tasks 使用单独的骨骼为不同的任务 f Customizing shapes and colors for your bones 为你的骨骼自定义形状和颜色 f Using corrective shape keys 使用校正形状点 f Making an IK-FK switcher IK-FK切换器 f Tips on weight painting you characters 角色权重绘制技巧 Introduction 介绍 So, youve successfully modeled an awesome character in Blender. After hours of careful and detailed work you have built a very appealing protagonist with a good topology for your next animation, but theres an issue: how do we make it look more life like, and also, how do we make it move? 当你在Blender成功完成你的角色后。在经过数小时为接下来的动画完成了一个具有良好的拓扑结构的主角后有一个问题:怎么样使角色看起来更有生命,也就是说怎么使角色动起来? Since a character model can be made of thousands of vertices, moving them individually across the 3D space is virtually impossible. We need an easier way of moving our models, and this way is called rigging. 因为一个角色有成千上万的顶点,所以通过在3D空间移动顶点来使角色运动起来几乎是不可能的。所以我们需要一种更简单来让我们的角色运动的方法,这个方法叫绑定。 Rigging is the process of creating a series of controls (the Rig) to deform another object, which is often a character mesh. It involves creating special objects that move selected groups of vertices at once. This is the principle behind Skeletal Animation, where objects called bones are used to control parts of our models. 绑定是一个创建一系列的控制器来改变其它对象的形变的重要过程。通常是一个角色的网格模型。它涉及到创建特别的物体来一次移动选择的一组顶点。这个用来控制我们的模型部分的物体是骨骼动画的骨骼对象。 In Blender, there is a special object called Armature, which can be described roughly as a set of related bones that are used to control a mesh. To use an analogy, bones are for armatures as vertices are for meshes. Armatures can be added within the 3D View by pressing Shift + A and choosing Armature | Single Bone on the menu. Similar to meshes, armatures also have an Edit Mode accessible through the Tab key, where you can add, change, and remove bones as you wish. Bones

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